Need help with recreating organic microscopic material in blender
Dot Product and Fresnel



In your nodes you should consider the dot product node depicted in the image below or fresnel node


VectorA • VectorB  


computes the strength of the parallel component for the two vectors as a scalar.  


VectorA and  VectorB are normalized for ease of understanding.
A result of [1.0] would mean the vectors are parallel
A result of [0.0] would mean the vectors are orthogonal
A result of [-1.0] would mean the vectors are antiparallel


In the image provided in the question the color is different at the glancing angles and more transparent when looking directly at the faces of an imagined 3D model.
[viewing vector] dot product the [face geometric normal vector]
Using the result of VectorA • VectorB  can be used to determine the mix of two colors or transparency and et cetera.  When they are not so parallel use different color.  vector1 and vector2 can be normalized.  When the dot product is close to zero [0.0] then the vectors are at right angles.  You will be able to identify looking at the edge silhouette or directly at a face. Experimenting with this will be a start.
dot product and those vectors are  available in the nodes




https://en.wikipedia.org/wiki/Normal_(geometry)

https://en.wikipedia.org/wiki/Dot_product

This has been used in 3D CG long ago 40+ years



Image above with dot product calculations.  When your viewing vector is more orthogonal to the [face normal] the color will be more opaque.  When your viewing vector is more parallel to the [face normal] the color will be more transparent.  Transparent factor is the property that was designated to be affected by the calculation.


Please also secondarily search Fresnel which is related.
Depending on your models.  You could consider textures and the compositor.
At this moment this is not a tutorial.  I am trying to give you some quick action tips.